Rifleman Archive

Thread: next months Top 6

SevinJa
Mon Sep 08, 2003 9:48 am
#92

Aldeon,


I like the idea... but it would leave the other classes in an uproar. [nerfing them] Easier to expand our range out and leave theirs alone. If they did it for other items, I hope they embrace the concept that snipers can work a mile out and be effective.



If your idea was going to work, we [and carbine] should loose our specials at a minimum range too. :Z


Keep up the great work!



Sevin'Ja


Bria / Naboo- a wookiee, Rifleman / Doctor... yes, as a matter of fact I DOmind incap myselfa lot.


"Shoot / Heal/ Shoot... oh *&(^#, on the ground again!No DB No DB Please... drat!"

ParadigmaMike
Mon Sep 08, 2003 10:20 am
#93

Regarding Headshot3.........

Bodyshot3 and Legshot3 aren't really better.



----
Master Rifleman, Master Entertainer, Medic
meyer1215
Mon Sep 08, 2003 12:03 pm
#94


Top 4.



  1. +Speed modifier. Change the +speed modifier to a direct %. There should be noticiable increases in speed before master.
    THIS IS NOT JUST FOR RIFLES: Neither pistel or carbineers get +90 (+74, +60), neither of them get the speed increase unless theyget BH (who get +80 at Master, and need only a few points into pistel or cabineer to get the speed bump)

  2. HAM costs. Non-mind specific shots should use action or health, keep the mind specific shots using mind and adjust slightly. (THis includes eyeshot, it should not be using action.) If they keep itrifle ham costs as mind, what about giving riflemen a meditative stance that just works for mind?

  3. Range. Don'tjust fix at master. Scale it up from novice.

  4. 2.5x melee damage

--Rorrimot


Adasi
Mon Sep 08, 2003 3:01 pm
#95

Sorry in advance for the big letters


Fix the Rifleman/Ranger Take Cover Bug!!!

BountySeron
Mon Sep 08, 2003 3:08 pm
#96

Fix conceal shot, so you don't get attacked by social mobs.

Unnerf suppression, that was the nearest we came to a KD, now its impossible..

As it is now, at novice, we can't prone and kill, we can't run and kill, only thing we can actually kill is mobs we can one-shot.. easy ones..

And HAM costs! God **edit**, that sucks.

Also more damage on our rifles.. as it is now we suck..



__________________________________________________
~ Krapeus Cray the Twi'lek ~
--Master Sharpshooter / Master Marksman / Teräs Käsi Master

~ Mikkeline Cray the Human ~
--Master Doctor / Master Dancer
MuRa
Mon Sep 08, 2003 6:55 pm
#97

My 2 Credits:


1) Conceal shot causing social mobs to aggro.Whether this is intended or not, itshould be fixed. It makes this skill much weaker than it should be. I mean if it was just a skill we go, then whatever, but we have a whole line dedicated to it, it should be better.


2) Adjust Rifle Damage. We're supposed to be big hitters and now our damage is negligible especially next to new heavy weapons.


3) Perhaps have a wider range of attack types. So far we only have cold, stun, and a lot of energy types attacks? Two suggested changes that would be nice are Tusken to kinetic, and Spraystick to maybe... Acid.


4) Fix Headshot 3 so that it's worth using.


5) Give cover use in PVP.


6) And until they address all of these, any of the following: HAM costs, 2.5X melee dmg multiplier, Accuracy




-----

The ninja known as Murasame
Borsig
Tue Sep 09, 2003 8:41 am
#98

Give us Our Weapon back. The T21..


Whats the point of even having it when a Laser rifle is superior?


And while theyre at it, they can put the materials on Starsider and what ever other server for it. Its the ONLY weapon I cant make.



T21. T21. T21. and T21. Give us a fighting chance for god sake.




Borsig Rhinemetall / Useless combination of unproductive skills.

Scarl Nightrunner/ Master Rifleman Master CM.

Fear the non spider venom 700 poison.
Fear the 1000 spider venom disease.
Babahou
Tue Sep 09, 2003 9:27 am
#99

oki for me it s simple :


Increase weapon to hit, we miss to often !!


Increase Range because of warpping-Mob AND fired this x2.5 melebonus against us !!


Decrease HAM cost on specials !! i m fed_up to not be ableto finish the fight because my mind is gone..AND create a " special-Delta-mind-rate-Powwa-regeneration-skill " just for rifleman !!


and last : CREATE a SPECIAL-COMBO-SKILL for Ranger(wayfaring)/Rifleman(sniping) something UbAh-Elite-Elite!!


work on invisibilty while conceal...

Voivode
Tue Sep 09, 2003 10:55 am
#100

1) 2.5 x melee damage penalty - there is no more reason for this. We cannot insta kill in pvp anymore, and we already take HUGE accuracy penalty at point blank range. Also warping mobs plus 2.5 melee damages penalty make life of every aspiring master rifleman truly miserable.

I suspect 2.5x melee damage penalty was initially 2.5x dmg while prone, but somehow it made into 2.5x dmg while holding a rifle, overlook? design bug?

2) HAM cost, 120-160 mind cost for headshot2-3, while in pvp headshot do average 100-300 damage. No more comments needed.

3) Rifle vs Pistol accuracy at 60 m. It has been discussed so many times on this forum, that no further explanation is neccessary.

4) Novice Rifleman vs Master Rifleman .. keep the rifle speed at Master but make the rifle speed scale proportionaly while advancing thru rifleman tree.

5) Melee defenses, block not working at all.

6) Take cover bugs

Master Combat Medic/Rifleman V., Bloodfin



Voyevode - ICE Dragons officer


The last pvping wookiee ...
/wookieeroar
mchristie
Tue Sep 09, 2003 5:40 pm
#101

conceal shot.. why does the targets friends see it but not the target? has this been adressed or is it even an issue?


cydonia
Tue Sep 09, 2003 8:56 pm
#102

I want to see the block ability working!!!!!!!!!!!



this is a major skill!!!!



Zal'hanan Master Rifleman (Bloodfin)




Why are you wearing that stupid man suit?
Zal'hanan
JuCat
Wed Sep 10, 2003 10:04 am
#103

Here's some of the problems with rifleman.


1. We receive 90% of our lethality from the Rifleman Special Abilities Tree. For those whom are not aware this tree is leveled by gaining combat XP. The problem is that when grouped our damage output is terrible until we reach master. Where as a Pistoleer/BH/any other profession may get 2-3K weapons XP, and therefore 2-300 combat xp a rifleman will receive 700-1500 weapons XP and 75-150 combat XP. Here lies the Rifleman delima, most rifleman will agree that our Profession is weak until we reach master. Given the fact that we as rifleman receive roughly half the XPs per kill reaching Master takes roughly twice as long as other professions.


2. At one point in time before the nerf Yo-Yo hit the rifleman, we had the ability to effectively solo more parts of the game than other professions which overcame the fact of the experience penalty we receive while grouped. With the implementation of the 2.5x melee modifier that option has been taken away from us.


3. Rifleman are subjected to extreme downtime. Most of the rifleman's special moves hit the Mind pool the hardest. Our weapons have extremely high costs to the mind pool as well. As we all now, as this moment there is no way to heal mind in SWG. Our only minor relief from this is to migrate our stats from much needed pools (Health/Action/ STR/ CON/MIND/etc.) to the focus and willpower pools. Focus affects the cost of special moves, and willpoweraffects the regeneration rate of theMind pool. In order to take out a moderately tough opponent most rifleman will use 80% or more of his mind pool with special moves and more than likely the other 20% using stims. Which, in turn, means 99%of the time ANY random shot thathits the mind pool will incap or slay us. Other professions, which by the way DO have the ability to target and hit the mind pool can SPAMspecials all day longwhen using stims. This is another point in-and-of-itself, but here is how it ties into extreme down times. All other professions can takeout a toughMOB (earning more XP) and just use a stim pack and move directly on to another (earning more XP, FASTER)where arifleman is forced to sit or camp and rest untilhis mind pool is regenerated. Thus, the extreme downtime and much slower leveling.


4. Rifleman are forced in to certian Profession combos in order to be effective and to reach master Rifleman. As a result of point #2 Rifleman are forced to pick up CH in order to effectively solo and to get as many xp as other profession per kill. Having a pet to tank allows rifleman to ease off the use of special skills, which in turn decreases the down time we are subject to.


5. Add all to Prone warp, studder step, AHHHHHHHH I'm getting a headache...






JuJu VooDoo .. AI


JuCat
Wed Sep 10, 2003 10:16 am
#104

Add----



Fix the t21 and leave it alone...................................


PreNerf T21 max dam = 620.........Devs "OHHHHH NO, Cant have that, way too high"


PostNerf T21 max dam = 375.......Devs "Ah that's better, now watch this"


Flamethrower Max Dam = 3000+.......Devs "hehehe, watch em squirm"


LLC max dam = 1100+.............................Devs "OOOO, I just can't stop"


Devs......"I think we need to reduce dam on T21, they hit mind, maybe raise ham costs to"



These quotes are ficticous, but who the hell can make sense of the changes the Devs make.......



LOL, I can throw a rock farther than I can shoot my "SNIPER" rifle.......WTH.......







JuJu VooDoo .. AI


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